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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "SDL_config.h"
- #if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
- #include "SDL_hints.h"
- #include "SDL_log.h"
- #include "SDL_opengl.h"
- #include "../SDL_sysrender.h"
- #include "SDL_shaders_gl.h"
- #ifdef __MACOSX__
- #include <OpenGL/OpenGL.h>
- #endif
- /* OpenGL renderer implementation */
- /* Details on optimizing the texture path on Mac OS X:
- http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
- */
- /* Used to re-create the window with OpenGL capability */
- extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
- static const float inv255f = 1.0f / 255.0f;
- static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
- static void GL_WindowEvent(SDL_Renderer * renderer,
- const SDL_WindowEvent *event);
- static int GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h);
- static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
- static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels,
- int pitch);
- static int GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch);
- static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch);
- static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
- static int GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
- static int GL_UpdateViewport(SDL_Renderer * renderer);
- static int GL_UpdateClipRect(SDL_Renderer * renderer);
- static int GL_RenderClear(SDL_Renderer * renderer);
- static int GL_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
- static int GL_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_FPoint * points, int count);
- static int GL_RenderFillRects(SDL_Renderer * renderer,
- const SDL_FRect * rects, int count);
- static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect);
- static int GL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect,
- const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
- static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 pixel_format, void * pixels, int pitch);
- static void GL_RenderPresent(SDL_Renderer * renderer);
- static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
- static void GL_DestroyRenderer(SDL_Renderer * renderer);
- static int GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
- static int GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
- SDL_RenderDriver GL_RenderDriver = {
- GL_CreateRenderer,
- {
- "opengl",
- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
- 1,
- {SDL_PIXELFORMAT_ARGB8888},
- 0,
- 0}
- };
- typedef struct GL_FBOList GL_FBOList;
- struct GL_FBOList
- {
- Uint32 w, h;
- GLuint FBO;
- GL_FBOList *next;
- };
- typedef struct
- {
- SDL_GLContext context;
- SDL_bool debug_enabled;
- SDL_bool GL_ARB_debug_output_supported;
- int errors;
- char **error_messages;
- GLDEBUGPROCARB next_error_callback;
- GLvoid *next_error_userparam;
- SDL_bool GL_ARB_texture_rectangle_supported;
- struct {
- GL_Shader shader;
- Uint32 color;
- int blendMode;
- } current;
- SDL_bool GL_EXT_framebuffer_object_supported;
- GL_FBOList *framebuffers;
- /* OpenGL functions */
- #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
- #include "SDL_glfuncs.h"
- #undef SDL_PROC
- /* Multitexture support */
- SDL_bool GL_ARB_multitexture_supported;
- PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
- GLint num_texture_units;
- PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
- PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
- PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
- PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
- PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
- /* Shader support */
- GL_ShaderContext *shaders;
- } GL_RenderData;
- typedef struct
- {
- GLuint texture;
- GLenum type;
- GLfloat texw;
- GLfloat texh;
- GLenum format;
- GLenum formattype;
- void *pixels;
- int pitch;
- SDL_Rect locked_rect;
- /* YV12 texture support */
- SDL_bool yuv;
- GLuint utexture;
- GLuint vtexture;
- GL_FBOList *fbo;
- } GL_TextureData;
- SDL_FORCE_INLINE const char*
- GL_TranslateError (GLenum error)
- {
- #define GL_ERROR_TRANSLATE(e) case e: return #e;
- switch (error) {
- GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
- GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
- GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
- GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
- GL_ERROR_TRANSLATE(GL_NO_ERROR)
- GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW)
- GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW)
- GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE)
- default:
- return "UNKNOWN";
- }
- #undef GL_ERROR_TRANSLATE
- }
- SDL_FORCE_INLINE void
- GL_ClearErrors(SDL_Renderer *renderer)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- if (!data->debug_enabled)
- {
- return;
- }
- if (data->GL_ARB_debug_output_supported) {
- if (data->errors) {
- int i;
- for (i = 0; i < data->errors; ++i) {
- SDL_free(data->error_messages[i]);
- }
- SDL_free(data->error_messages);
- data->errors = 0;
- data->error_messages = NULL;
- }
- } else {
- while (data->glGetError() != GL_NO_ERROR) {
- continue;
- }
- }
- }
- SDL_FORCE_INLINE int
- GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- int ret = 0;
- if (!data->debug_enabled)
- {
- return 0;
- }
- if (data->GL_ARB_debug_output_supported) {
- if (data->errors) {
- int i;
- for (i = 0; i < data->errors; ++i) {
- SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
- ret = -1;
- }
- GL_ClearErrors(renderer);
- }
- } else {
- /* check gl errors (can return multiple errors) */
- for (;;) {
- GLenum error = data->glGetError();
- if (error != GL_NO_ERROR) {
- if (prefix == NULL || prefix[0] == '\0') {
- prefix = "generic";
- }
- SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
- ret = -1;
- } else {
- break;
- }
- }
- }
- return ret;
- }
- #if 0
- #define GL_CheckError(prefix, renderer)
- #elif defined(_MSC_VER)
- #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __FUNCTION__)
- #else
- #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __PRETTY_FUNCTION__)
- #endif
- static int
- GL_LoadFunctions(GL_RenderData * data)
- {
- #ifdef __SDL_NOGETPROCADDR__
- #define SDL_PROC(ret,func,params) data->func=func;
- #else
- #define SDL_PROC(ret,func,params) \
- do { \
- data->func = SDL_GL_GetProcAddress(#func); \
- if ( ! data->func ) { \
- return SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
- } \
- } while ( 0 );
- #endif /* __SDL_NOGETPROCADDR__ */
- #include "SDL_glfuncs.h"
- #undef SDL_PROC
- return 0;
- }
- static SDL_GLContext SDL_CurrentContext = NULL;
- static int
- GL_ActivateRenderer(SDL_Renderer * renderer)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- if (SDL_CurrentContext != data->context) {
- if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
- return -1;
- }
- SDL_CurrentContext = data->context;
- GL_UpdateViewport(renderer);
- }
- GL_ClearErrors(renderer);
- return 0;
- }
- /* This is called if we need to invalidate all of the SDL OpenGL state */
- static void
- GL_ResetState(SDL_Renderer *renderer)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- if (SDL_CurrentContext == data->context) {
- GL_UpdateViewport(renderer);
- } else {
- GL_ActivateRenderer(renderer);
- }
- data->current.shader = SHADER_NONE;
- data->current.color = 0;
- data->current.blendMode = -1;
- data->glDisable(GL_DEPTH_TEST);
- data->glDisable(GL_CULL_FACE);
- /* This ended up causing video discrepancies between OpenGL and Direct3D */
- /* data->glEnable(GL_LINE_SMOOTH); */
- data->glMatrixMode(GL_MODELVIEW);
- data->glLoadIdentity();
- GL_CheckError("", renderer);
- }
- static void APIENTRY
- GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, void *userParam)
- {
- SDL_Renderer *renderer = (SDL_Renderer *) userParam;
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- if (type == GL_DEBUG_TYPE_ERROR_ARB) {
- /* Record this error */
- ++data->errors;
- data->error_messages = SDL_realloc(data->error_messages, data->errors * sizeof(*data->error_messages));
- if (data->error_messages) {
- data->error_messages[data->errors-1] = SDL_strdup(message);
- }
- }
- /* If there's another error callback, pass it along, otherwise log it */
- if (data->next_error_callback) {
- data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam);
- } else {
- if (type == GL_DEBUG_TYPE_ERROR_ARB) {
- SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message);
- } else {
- SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message);
- }
- }
- }
- static GL_FBOList *
- GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
- {
- GL_FBOList *result = data->framebuffers;
- while (result && ((result->w != w) || (result->h != h))) {
- result = result->next;
- }
- if (!result) {
- result = SDL_malloc(sizeof(GL_FBOList));
- if (result) {
- result->w = w;
- result->h = h;
- data->glGenFramebuffersEXT(1, &result->FBO);
- result->next = data->framebuffers;
- data->framebuffers = result;
- }
- }
- return result;
- }
- SDL_Renderer *
- GL_CreateRenderer(SDL_Window * window, Uint32 flags)
- {
- SDL_Renderer *renderer;
- GL_RenderData *data;
- const char *hint;
- GLint value;
- Uint32 window_flags;
- window_flags = SDL_GetWindowFlags(window);
- if (!(window_flags & SDL_WINDOW_OPENGL)) {
- if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
- /* Uh oh, better try to put it back... */
- SDL_RecreateWindow(window, window_flags);
- return NULL;
- }
- }
- renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
- if (!renderer) {
- SDL_OutOfMemory();
- return NULL;
- }
- data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
- if (!data) {
- GL_DestroyRenderer(renderer);
- SDL_OutOfMemory();
- return NULL;
- }
- renderer->WindowEvent = GL_WindowEvent;
- renderer->GetOutputSize = GL_GetOutputSize;
- renderer->CreateTexture = GL_CreateTexture;
- renderer->UpdateTexture = GL_UpdateTexture;
- renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
- renderer->LockTexture = GL_LockTexture;
- renderer->UnlockTexture = GL_UnlockTexture;
- renderer->SetRenderTarget = GL_SetRenderTarget;
- renderer->UpdateViewport = GL_UpdateViewport;
- renderer->UpdateClipRect = GL_UpdateClipRect;
- renderer->RenderClear = GL_RenderClear;
- renderer->RenderDrawPoints = GL_RenderDrawPoints;
- renderer->RenderDrawLines = GL_RenderDrawLines;
- renderer->RenderFillRects = GL_RenderFillRects;
- renderer->RenderCopy = GL_RenderCopy;
- renderer->RenderCopyEx = GL_RenderCopyEx;
- renderer->RenderReadPixels = GL_RenderReadPixels;
- renderer->RenderPresent = GL_RenderPresent;
- renderer->DestroyTexture = GL_DestroyTexture;
- renderer->DestroyRenderer = GL_DestroyRenderer;
- renderer->GL_BindTexture = GL_BindTexture;
- renderer->GL_UnbindTexture = GL_UnbindTexture;
- renderer->info = GL_RenderDriver.info;
- renderer->info.flags = SDL_RENDERER_ACCELERATED;
- renderer->driverdata = data;
- renderer->window = window;
- data->context = SDL_GL_CreateContext(window);
- if (!data->context) {
- GL_DestroyRenderer(renderer);
- return NULL;
- }
- if (SDL_GL_MakeCurrent(window, data->context) < 0) {
- GL_DestroyRenderer(renderer);
- return NULL;
- }
- if (GL_LoadFunctions(data) < 0) {
- GL_DestroyRenderer(renderer);
- return NULL;
- }
- #ifdef __MACOSX__
- /* Enable multi-threaded rendering */
- /* Disabled until Ryan finishes his VBO/PBO code...
- CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
- */
- #endif
- if (flags & SDL_RENDERER_PRESENTVSYNC) {
- SDL_GL_SetSwapInterval(1);
- } else {
- SDL_GL_SetSwapInterval(0);
- }
- if (SDL_GL_GetSwapInterval() > 0) {
- renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
- }
- /* Check for debug output support */
- if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
- (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
- data->debug_enabled = SDL_TRUE;
- }
- if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
- PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
- data->GL_ARB_debug_output_supported = SDL_TRUE;
- data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)&data->next_error_callback);
- data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
- glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
- /* Make sure our callback is called when errors actually happen */
- data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
- }
- if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
- || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
- data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
- data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
- renderer->info.max_texture_width = value;
- renderer->info.max_texture_height = value;
- } else {
- data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
- renderer->info.max_texture_width = value;
- renderer->info.max_texture_height = value;
- }
- /* Check for multitexture support */
- if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
- data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
- if (data->glActiveTextureARB) {
- data->GL_ARB_multitexture_supported = SDL_TRUE;
- data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
- }
- }
- /* Check for shader support */
- hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
- if (!hint || *hint != '0') {
- data->shaders = GL_CreateShaderContext();
- }
- SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
- data->shaders ? "ENABLED" : "DISABLED");
- /* We support YV12 textures using 3 textures and a shader */
- if (data->shaders && data->num_texture_units >= 3) {
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
- }
- #ifdef __MACOSX__
- renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
- #endif
- if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
- data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
- data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
- SDL_GL_GetProcAddress("glGenFramebuffersEXT");
- data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
- SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
- data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
- SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
- data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
- SDL_GL_GetProcAddress("glBindFramebufferEXT");
- data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
- SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
- renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
- }
- data->framebuffers = NULL;
- /* Set up parameters for rendering */
- GL_ResetState(renderer);
- return renderer;
- }
- static void
- GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
- {
- if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
- event->event == SDL_WINDOWEVENT_SHOWN ||
- event->event == SDL_WINDOWEVENT_HIDDEN) {
- /* Rebind the context to the window area and update matrices */
- SDL_CurrentContext = NULL;
- }
- }
- static int
- GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
- {
- SDL_GL_GetDrawableSize(renderer->window, w, h);
- return 0;
- }
- SDL_FORCE_INLINE int
- power_of_2(int input)
- {
- int value = 1;
- while (value < input) {
- value <<= 1;
- }
- return value;
- }
- SDL_FORCE_INLINE SDL_bool
- convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
- GLint* internalFormat, GLenum* format, GLenum* type)
- {
- switch (pixel_format) {
- case SDL_PIXELFORMAT_ARGB8888:
- *internalFormat = GL_RGBA8;
- *format = GL_BGRA;
- *type = GL_UNSIGNED_INT_8_8_8_8_REV;
- break;
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
- *internalFormat = GL_LUMINANCE;
- *format = GL_LUMINANCE;
- *type = GL_UNSIGNED_BYTE;
- break;
- #ifdef __MACOSX__
- case SDL_PIXELFORMAT_UYVY:
- *internalFormat = GL_RGB8;
- *format = GL_YCBCR_422_APPLE;
- *type = GL_UNSIGNED_SHORT_8_8_APPLE;
- break;
- #endif
- default:
- return SDL_FALSE;
- }
- return SDL_TRUE;
- }
- static GLenum
- GetScaleQuality(void)
- {
- const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
- if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
- return GL_NEAREST;
- } else {
- return GL_LINEAR;
- }
- }
- static int
- GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
- {
- GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
- GL_TextureData *data;
- GLint internalFormat;
- GLenum format, type;
- int texture_w, texture_h;
- GLenum scaleMode;
- GL_ActivateRenderer(renderer);
- if (!convert_format(renderdata, texture->format, &internalFormat,
- &format, &type)) {
- return SDL_SetError("Texture format %s not supported by OpenGL",
- SDL_GetPixelFormatName(texture->format));
- }
- data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
- if (!data) {
- return SDL_OutOfMemory();
- }
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- size_t size;
- data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
- size = texture->h * data->pitch;
- if (texture->format == SDL_PIXELFORMAT_YV12 ||
- texture->format == SDL_PIXELFORMAT_IYUV) {
- /* Need to add size for the U and V planes */
- size += (2 * (texture->h * data->pitch) / 4);
- }
- data->pixels = SDL_calloc(1, size);
- if (!data->pixels) {
- SDL_free(data);
- return SDL_OutOfMemory();
- }
- }
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- data->fbo = GL_GetFBO(renderdata, texture->w, texture->h);
- } else {
- data->fbo = NULL;
- }
- GL_CheckError("", renderer);
- renderdata->glGenTextures(1, &data->texture);
- if (GL_CheckError("glGenTexures()", renderer) < 0) {
- SDL_free(data);
- return -1;
- }
- texture->driverdata = data;
- if ((renderdata->GL_ARB_texture_rectangle_supported)
- /* && texture->access != SDL_TEXTUREACCESS_TARGET */){
- data->type = GL_TEXTURE_RECTANGLE_ARB;
- texture_w = texture->w;
- texture_h = texture->h;
- data->texw = (GLfloat) texture_w;
- data->texh = (GLfloat) texture_h;
- } else {
- data->type = GL_TEXTURE_2D;
- texture_w = power_of_2(texture->w);
- texture_h = power_of_2(texture->h);
- data->texw = (GLfloat) (texture->w) / texture_w;
- data->texh = (GLfloat) texture->h / texture_h;
- }
- data->format = format;
- data->formattype = type;
- scaleMode = GetScaleQuality();
- renderdata->glEnable(data->type);
- renderdata->glBindTexture(data->type, data->texture);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
- /* According to the spec, CLAMP_TO_EDGE is the default for TEXTURE_RECTANGLE
- and setting it causes an INVALID_ENUM error in the latest NVidia drivers.
- */
- if (data->type != GL_TEXTURE_RECTANGLE_ARB) {
- renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
- GL_CLAMP_TO_EDGE);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
- GL_CLAMP_TO_EDGE);
- }
- #ifdef __MACOSX__
- #ifndef GL_TEXTURE_STORAGE_HINT_APPLE
- #define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
- #endif
- #ifndef STORAGE_CACHED_APPLE
- #define STORAGE_CACHED_APPLE 0x85BE
- #endif
- #ifndef STORAGE_SHARED_APPLE
- #define STORAGE_SHARED_APPLE 0x85BF
- #endif
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_SHARED_APPLE);
- } else {
- renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_CACHED_APPLE);
- }
- if (texture->access == SDL_TEXTUREACCESS_STREAMING
- && texture->format == SDL_PIXELFORMAT_ARGB8888
- && (texture->w % 8) == 0) {
- renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
- renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
- (data->pitch / SDL_BYTESPERPIXEL(texture->format)));
- renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
- texture_h, 0, format, type, data->pixels);
- renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
- }
- else
- #endif
- {
- renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
- texture_h, 0, format, type, NULL);
- }
- renderdata->glDisable(data->type);
- if (GL_CheckError("glTexImage2D()", renderer) < 0) {
- return -1;
- }
- if (texture->format == SDL_PIXELFORMAT_YV12 ||
- texture->format == SDL_PIXELFORMAT_IYUV) {
- data->yuv = SDL_TRUE;
- renderdata->glGenTextures(1, &data->utexture);
- renderdata->glGenTextures(1, &data->vtexture);
- renderdata->glEnable(data->type);
- renderdata->glBindTexture(data->type, data->utexture);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
- scaleMode);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
- scaleMode);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
- GL_CLAMP_TO_EDGE);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
- GL_CLAMP_TO_EDGE);
- renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
- texture_h/2, 0, format, type, NULL);
- renderdata->glBindTexture(data->type, data->vtexture);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
- scaleMode);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
- scaleMode);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
- GL_CLAMP_TO_EDGE);
- renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
- GL_CLAMP_TO_EDGE);
- renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
- texture_h/2, 0, format, type, NULL);
- renderdata->glDisable(data->type);
- }
- return GL_CheckError("", renderer);
- }
- static int
- GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, const void *pixels, int pitch)
- {
- GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
- GL_TextureData *data = (GL_TextureData *) texture->driverdata;
- GL_ActivateRenderer(renderer);
- renderdata->glEnable(data->type);
- renderdata->glBindTexture(data->type, data->texture);
- renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
- (pitch / SDL_BYTESPERPIXEL(texture->format)));
- renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
- rect->h, data->format, data->formattype,
- pixels);
- if (data->yuv) {
- renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
- /* Skip to the correct offset into the next texture */
- pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
- if (texture->format == SDL_PIXELFORMAT_YV12) {
- renderdata->glBindTexture(data->type, data->vtexture);
- } else {
- renderdata->glBindTexture(data->type, data->utexture);
- }
- renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
- rect->w/2, rect->h/2,
- data->format, data->formattype, pixels);
- /* Skip to the correct offset into the next texture */
- pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4);
- if (texture->format == SDL_PIXELFORMAT_YV12) {
- renderdata->glBindTexture(data->type, data->utexture);
- } else {
- renderdata->glBindTexture(data->type, data->vtexture);
- }
- renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
- rect->w/2, rect->h/2,
- data->format, data->formattype, pixels);
- }
- renderdata->glDisable(data->type);
- return GL_CheckError("glTexSubImage2D()", renderer);
- }
- static int
- GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch)
- {
- GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
- GL_TextureData *data = (GL_TextureData *) texture->driverdata;
- GL_ActivateRenderer(renderer);
- renderdata->glEnable(data->type);
- renderdata->glBindTexture(data->type, data->texture);
- renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
- renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
- rect->h, data->format, data->formattype,
- Yplane);
- renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch);
- renderdata->glBindTexture(data->type, data->utexture);
- renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
- rect->w/2, rect->h/2,
- data->format, data->formattype, Uplane);
- renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch);
- renderdata->glBindTexture(data->type, data->vtexture);
- renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
- rect->w/2, rect->h/2,
- data->format, data->formattype, Vplane);
- renderdata->glDisable(data->type);
- return GL_CheckError("glTexSubImage2D()", renderer);
- }
- static int
- GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * rect, void **pixels, int *pitch)
- {
- GL_TextureData *data = (GL_TextureData *) texture->driverdata;
- data->locked_rect = *rect;
- *pixels =
- (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = data->pitch;
- return 0;
- }
- static void
- GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
- {
- GL_TextureData *data = (GL_TextureData *) texture->driverdata;
- const SDL_Rect *rect;
- void *pixels;
- rect = &data->locked_rect;
- pixels =
- (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
- GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
- }
- static int
- GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- GL_TextureData *texturedata;
- GLenum status;
- GL_ActivateRenderer(renderer);
- if (texture == NULL) {
- data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- return 0;
- }
- texturedata = (GL_TextureData *) texture->driverdata;
- data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
- /* TODO: check if texture pixel format allows this operation */
- data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texturedata->type, texturedata->texture, 0);
- /* Check FBO status */
- status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- return SDL_SetError("glFramebufferTexture2DEXT() failed");
- }
- return 0;
- }
- static int
- GL_UpdateViewport(SDL_Renderer * renderer)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- if (SDL_CurrentContext != data->context) {
- /* We'll update the viewport after we rebind the context */
- return 0;
- }
- data->glViewport(renderer->viewport.x, renderer->viewport.y,
- renderer->viewport.w, renderer->viewport.h);
- data->glMatrixMode(GL_PROJECTION);
- data->glLoadIdentity();
- if (renderer->viewport.w && renderer->viewport.h) {
- if (renderer->target) {
- data->glOrtho((GLdouble) 0,
- (GLdouble) renderer->viewport.w,
- (GLdouble) 0,
- (GLdouble) renderer->viewport.h,
- 0.0, 1.0);
- } else {
- data->glOrtho((GLdouble) 0,
- (GLdouble) renderer->viewport.w,
- (GLdouble) renderer->viewport.h,
- (GLdouble) 0,
- 0.0, 1.0);
- }
- }
- return GL_CheckError("", renderer);
- }
- static int
- GL_UpdateClipRect(SDL_Renderer * renderer)
- {
- const SDL_Rect *rect = &renderer->clip_rect;
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- if (!SDL_RectEmpty(rect)) {
- data->glEnable(GL_SCISSOR_TEST);
- data->glScissor(rect->x, renderer->viewport.h - rect->y - rect->h, rect->w, rect->h);
- } else {
- data->glDisable(GL_SCISSOR_TEST);
- }
- return 0;
- }
- static void
- GL_SetShader(GL_RenderData * data, GL_Shader shader)
- {
- if (data->shaders && shader != data->current.shader) {
- GL_SelectShader(data->shaders, shader);
- data->current.shader = shader;
- }
- }
- static void
- GL_SetColor(GL_RenderData * data, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
- {
- Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
- if (color != data->current.color) {
- data->glColor4f((GLfloat) r * inv255f,
- (GLfloat) g * inv255f,
- (GLfloat) b * inv255f,
- (GLfloat) a * inv255f);
- data->current.color = color;
- }
- }
- static void
- GL_SetBlendMode(GL_RenderData * data, int blendMode)
- {
- if (blendMode != data->current.blendMode) {
- switch (blendMode) {
- case SDL_BLENDMODE_NONE:
- data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- data->glDisable(GL_BLEND);
- break;
- case SDL_BLENDMODE_BLEND:
- data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- data->glEnable(GL_BLEND);
- data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- break;
- case SDL_BLENDMODE_ADD:
- data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- data->glEnable(GL_BLEND);
- data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
- break;
- case SDL_BLENDMODE_MOD:
- data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- data->glEnable(GL_BLEND);
- data->glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
- break;
- }
- data->current.blendMode = blendMode;
- }
- }
- static void
- GL_SetDrawingState(SDL_Renderer * renderer)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- GL_ActivateRenderer(renderer);
- GL_SetColor(data, renderer->r,
- renderer->g,
- renderer->b,
- renderer->a);
- GL_SetBlendMode(data, renderer->blendMode);
- GL_SetShader(data, SHADER_SOLID);
- }
- static int
- GL_RenderClear(SDL_Renderer * renderer)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- GL_ActivateRenderer(renderer);
- data->glClearColor((GLfloat) renderer->r * inv255f,
- (GLfloat) renderer->g * inv255f,
- (GLfloat) renderer->b * inv255f,
- (GLfloat) renderer->a * inv255f);
- data->glClear(GL_COLOR_BUFFER_BIT);
- return 0;
- }
- static int
- GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- int i;
- GL_SetDrawingState(renderer);
- data->glBegin(GL_POINTS);
- for (i = 0; i < count; ++i) {
- data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
- }
- data->glEnd();
- return 0;
- }
- static int
- GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
- int count)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- int i;
- GL_SetDrawingState(renderer);
- if (count > 2 &&
- points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
- data->glBegin(GL_LINE_LOOP);
- /* GL_LINE_LOOP takes care of the final segment */
- --count;
- for (i = 0; i < count; ++i) {
- data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
- }
- data->glEnd();
- } else {
- #if defined(__APPLE__) || defined(__WIN32__)
- #else
- int x1, y1, x2, y2;
- #endif
- data->glBegin(GL_LINE_STRIP);
- for (i = 0; i < count; ++i) {
- data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
- }
- data->glEnd();
- /* The line is half open, so we need one more point to complete it.
- * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
- * If we have to, we can use vertical line and horizontal line textures
- * for vertical and horizontal lines, and then create custom textures
- * for diagonal lines and software render those. It's terrible, but at
- * least it would be pixel perfect.
- */
- data->glBegin(GL_POINTS);
- #if defined(__APPLE__) || defined(__WIN32__)
- /* Mac OS X and Windows seem to always leave the second point open */
- data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
- #else
- /* Linux seems to leave the right-most or bottom-most point open */
- x1 = points[0].x;
- y1 = points[0].y;
- x2 = points[count-1].x;
- y2 = points[count-1].y;
- if (x1 > x2) {
- data->glVertex2f(0.5f + x1, 0.5f + y1);
- } else if (x2 > x1) {
- data->glVertex2f(0.5f + x2, 0.5f + y2);
- } else if (y1 > y2) {
- data->glVertex2f(0.5f + x1, 0.5f + y1);
- } else if (y2 > y1) {
- data->glVertex2f(0.5f + x2, 0.5f + y2);
- }
- #endif
- data->glEnd();
- }
- return GL_CheckError("", renderer);
- }
- static int
- GL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- int i;
- GL_SetDrawingState(renderer);
- for (i = 0; i < count; ++i) {
- const SDL_FRect *rect = &rects[i];
- data->glRectf(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
- }
- return GL_CheckError("", renderer);
- }
- static int
- GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
- GLfloat minx, miny, maxx, maxy;
- GLfloat minu, maxu, minv, maxv;
- GL_ActivateRenderer(renderer);
- data->glEnable(texturedata->type);
- if (texturedata->yuv) {
- data->glActiveTextureARB(GL_TEXTURE2_ARB);
- data->glBindTexture(texturedata->type, texturedata->vtexture);
- data->glActiveTextureARB(GL_TEXTURE1_ARB);
- data->glBindTexture(texturedata->type, texturedata->utexture);
- data->glActiveTextureARB(GL_TEXTURE0_ARB);
- }
- data->glBindTexture(texturedata->type, texturedata->texture);
- if (texture->modMode) {
- GL_SetColor(data, texture->r, texture->g, texture->b, texture->a);
- } else {
- GL_SetColor(data, 255, 255, 255, 255);
- }
- GL_SetBlendMode(data, texture->blendMode);
- if (texturedata->yuv) {
- GL_SetShader(data, SHADER_YV12);
- } else {
- GL_SetShader(data, SHADER_RGB);
- }
- minx = dstrect->x;
- miny = dstrect->y;
- maxx = dstrect->x + dstrect->w;
- maxy = dstrect->y + dstrect->h;
- minu = (GLfloat) srcrect->x / texture->w;
- minu *= texturedata->texw;
- maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
- maxu *= texturedata->texw;
- minv = (GLfloat) srcrect->y / texture->h;
- minv *= texturedata->texh;
- maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
- maxv *= texturedata->texh;
- data->glBegin(GL_TRIANGLE_STRIP);
- data->glTexCoord2f(minu, minv);
- data->glVertex2f(minx, miny);
- data->glTexCoord2f(maxu, minv);
- data->glVertex2f(maxx, miny);
- data->glTexCoord2f(minu, maxv);
- data->glVertex2f(minx, maxy);
- data->glTexCoord2f(maxu, maxv);
- data->glVertex2f(maxx, maxy);
- data->glEnd();
- data->glDisable(texturedata->type);
- return GL_CheckError("", renderer);
- }
- static int
- GL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect,
- const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
- GLfloat minx, miny, maxx, maxy;
- GLfloat centerx, centery;
- GLfloat minu, maxu, minv, maxv;
- GL_ActivateRenderer(renderer);
- data->glEnable(texturedata->type);
- if (texturedata->yuv) {
- data->glActiveTextureARB(GL_TEXTURE2_ARB);
- data->glBindTexture(texturedata->type, texturedata->vtexture);
- data->glActiveTextureARB(GL_TEXTURE1_ARB);
- data->glBindTexture(texturedata->type, texturedata->utexture);
- data->glActiveTextureARB(GL_TEXTURE0_ARB);
- }
- data->glBindTexture(texturedata->type, texturedata->texture);
- if (texture->modMode) {
- GL_SetColor(data, texture->r, texture->g, texture->b, texture->a);
- } else {
- GL_SetColor(data, 255, 255, 255, 255);
- }
- GL_SetBlendMode(data, texture->blendMode);
- if (texturedata->yuv) {
- GL_SetShader(data, SHADER_YV12);
- } else {
- GL_SetShader(data, SHADER_RGB);
- }
- centerx = center->x;
- centery = center->y;
- if (flip & SDL_FLIP_HORIZONTAL) {
- minx = dstrect->w - centerx;
- maxx = -centerx;
- }
- else {
- minx = -centerx;
- maxx = dstrect->w - centerx;
- }
- if (flip & SDL_FLIP_VERTICAL) {
- miny = dstrect->h - centery;
- maxy = -centery;
- }
- else {
- miny = -centery;
- maxy = dstrect->h - centery;
- }
- minu = (GLfloat) srcrect->x / texture->w;
- minu *= texturedata->texw;
- maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
- maxu *= texturedata->texw;
- minv = (GLfloat) srcrect->y / texture->h;
- minv *= texturedata->texh;
- maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
- maxv *= texturedata->texh;
- /* Translate to flip, rotate, translate to position */
- data->glPushMatrix();
- data->glTranslatef((GLfloat)dstrect->x + centerx, (GLfloat)dstrect->y + centery, (GLfloat)0.0);
- data->glRotated(angle, (GLdouble)0.0, (GLdouble)0.0, (GLdouble)1.0);
- data->glBegin(GL_TRIANGLE_STRIP);
- data->glTexCoord2f(minu, minv);
- data->glVertex2f(minx, miny);
- data->glTexCoord2f(maxu, minv);
- data->glVertex2f(maxx, miny);
- data->glTexCoord2f(minu, maxv);
- data->glVertex2f(minx, maxy);
- data->glTexCoord2f(maxu, maxv);
- data->glVertex2f(maxx, maxy);
- data->glEnd();
- data->glPopMatrix();
- data->glDisable(texturedata->type);
- return GL_CheckError("", renderer);
- }
- static int
- GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
- Uint32 pixel_format, void * pixels, int pitch)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- Uint32 temp_format = SDL_PIXELFORMAT_ARGB8888;
- void *temp_pixels;
- int temp_pitch;
- GLint internalFormat;
- GLenum format, type;
- Uint8 *src, *dst, *tmp;
- int w, h, length, rows;
- int status;
- GL_ActivateRenderer(renderer);
- temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
- temp_pixels = SDL_malloc(rect->h * temp_pitch);
- if (!temp_pixels) {
- return SDL_OutOfMemory();
- }
- convert_format(data, temp_format, &internalFormat, &format, &type);
- SDL_GetRendererOutputSize(renderer, &w, &h);
- data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
- data->glPixelStorei(GL_PACK_ROW_LENGTH,
- (temp_pitch / SDL_BYTESPERPIXEL(temp_format)));
- data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
- format, type, temp_pixels);
- if (GL_CheckError("glReadPixels()", renderer) < 0) {
- return -1;
- }
- /* Flip the rows to be top-down */
- length = rect->w * SDL_BYTESPERPIXEL(temp_format);
- src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
- dst = (Uint8*)temp_pixels;
- tmp = SDL_stack_alloc(Uint8, length);
- rows = rect->h / 2;
- while (rows--) {
- SDL_memcpy(tmp, dst, length);
- SDL_memcpy(dst, src, length);
- SDL_memcpy(src, tmp, length);
- dst += temp_pitch;
- src -= temp_pitch;
- }
- SDL_stack_free(tmp);
- status = SDL_ConvertPixels(rect->w, rect->h,
- temp_format, temp_pixels, temp_pitch,
- pixel_format, pixels, pitch);
- SDL_free(temp_pixels);
- return status;
- }
- static void
- GL_RenderPresent(SDL_Renderer * renderer)
- {
- GL_ActivateRenderer(renderer);
- SDL_GL_SwapWindow(renderer->window);
- }
- static void
- GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
- {
- GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
- GL_TextureData *data = (GL_TextureData *) texture->driverdata;
- GL_ActivateRenderer(renderer);
- if (!data) {
- return;
- }
- if (data->texture) {
- renderdata->glDeleteTextures(1, &data->texture);
- }
- if (data->yuv) {
- renderdata->glDeleteTextures(1, &data->utexture);
- renderdata->glDeleteTextures(1, &data->vtexture);
- }
- SDL_free(data->pixels);
- SDL_free(data);
- texture->driverdata = NULL;
- }
- static void
- GL_DestroyRenderer(SDL_Renderer * renderer)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- if (data) {
- GL_ClearErrors(renderer);
- if (data->GL_ARB_debug_output_supported) {
- PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
- /* Uh oh, we don't have a safe way of removing ourselves from the callback chain, if it changed after we set our callback. */
- /* For now, just always replace the callback with the original one */
- glDebugMessageCallbackARBFunc(data->next_error_callback, data->next_error_userparam);
- }
- if (data->shaders) {
- GL_DestroyShaderContext(data->shaders);
- }
- if (data->context) {
- while (data->framebuffers) {
- GL_FBOList *nextnode = data->framebuffers->next;
- /* delete the framebuffer object */
- data->glDeleteFramebuffersEXT(1, &data->framebuffers->FBO);
- GL_CheckError("", renderer);
- SDL_free(data->framebuffers);
- data->framebuffers = nextnode;
- }
- SDL_GL_DeleteContext(data->context);
- }
- SDL_free(data);
- }
- SDL_free(renderer);
- }
- static int
- GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
- GL_ActivateRenderer(renderer);
- data->glEnable(texturedata->type);
- if (texturedata->yuv) {
- data->glActiveTextureARB(GL_TEXTURE2_ARB);
- data->glBindTexture(texturedata->type, texturedata->vtexture);
- data->glActiveTextureARB(GL_TEXTURE1_ARB);
- data->glBindTexture(texturedata->type, texturedata->utexture);
- data->glActiveTextureARB(GL_TEXTURE0_ARB);
- }
- data->glBindTexture(texturedata->type, texturedata->texture);
- if(texw) *texw = (float)texturedata->texw;
- if(texh) *texh = (float)texturedata->texh;
- return 0;
- }
- static int
- GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
- {
- GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
- GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
- GL_ActivateRenderer(renderer);
- if (texturedata->yuv) {
- data->glActiveTextureARB(GL_TEXTURE2_ARB);
- data->glDisable(texturedata->type);
- data->glActiveTextureARB(GL_TEXTURE1_ARB);
- data->glDisable(texturedata->type);
- data->glActiveTextureARB(GL_TEXTURE0_ARB);
- }
- data->glDisable(texturedata->type);
- return 0;
- }
- #endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
- /* vi: set ts=4 sw=4 expandtab: */
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